void Awake() { _animator = GetComponent <IAnimator>(); _animator.OnTrigger += HandleTrigger; _audioSource = GetComponent <AudioSource>(); _spriteAnimator = _animator as ISpriteAnimator; _imageAnimator = _animator as IImageAnimator; }
private void EnableAnimator(ISpriteAnimator animator) { animator.IsPaused = false; animator.IsVisible = true; if (current != animator) { animator.StartFromFirstFrame(); } current = animator; }
protected override void Awake() { base.Awake(); //Initialize ISpriteAnimators idleAnimation = _spIdle; runAnimation = _spRun; idleAnimation.IsLooping = true; runAnimation.IsLooping = true; startingScale = transform.localScale; }
void Awake() { transform_ = transform; body_ = GetComponent <Rigidbody2D>(); map_ = SceneGlobals.Instance.MapAccess; spriteAnimator_ = GetComponentInChildren <ISpriteAnimator>(); renderMaterial_ = SpriteRenderer.material; collider_ = GetComponent <Collider2D>(); aiPath_ = GetComponent <AIPath>(); BlipRenderer.enabled = true; mapLayer_ = SceneGlobals.Instance.MapLayer; mapLayerMask_ = 1 << SceneGlobals.Instance.MapLayer; playerLayer_ = SceneGlobals.Instance.PlayerLayer; speedVariation_ = 1.0f - ((Random.value * SpeedVariation) - SpeedVariation * 0.5f); MaxLife = EnemyLife; spriteTransform_ = SpriteRenderer.transform; spriteOffsetX_ = spriteTransform_.localPosition.x; }
private void DisableAnimator(ISpriteAnimator animator) { animator.IsPaused = true; animator.IsVisible = false; }
protected override void Awake() { base.Awake(); idleAnimation = _tpIdle; runAnimation = _tpRun; }